The Summer Heats Up At Edu-Conferences
Earlier this month, we ventured to Las Vegas and Atlanta for networking, sharing, and learning from a wide variety of people involved in education and digital learning.
Celia Alicata, director of marketing and communications, attended the Charter Schools Conference in Las Vegas, and shared some thoughts: I left with three resounding themes that are applicable to educating children in the 21st century, no matter the school governance structure that you might support:
- Schools need to innovate around time, talent, and technology.
- Students need empowering and engaging content.
- The education community needs to focus on diversity and inclusiveness.
It’s hard to imagine anyone who wants to impact young people’s lives disagreeing with these three themes. And still, the ideas of choice and charters can be hot-button topics, and terms laden with political undertones. At Classroom, Inc., we simply want to serve those most in need—whether they hail from public charter schools, traditional public schools, or Catholic schools. We’re fairly agnostic when it comes to the type of school; we are, however, evangelists of high-quality curriculum.
Read Celia’s complete reflections here.
The annual massive gathering of edtech leaders led us to Atlanta for ISTE 2014. One topic that received some major airtime at the conference was project-based learning (PBL). Madison Kinnard, product development associate, discusses how schools can help students master the Common Core through PBL in her ISTE recap.
Games + Learning Releases New Survey Data
New survey data from the Games and Learning Publishing Council out of the Cooney Center shows that more teachers are using games to collect important data on student behavior and performance. In the release, Lisa Holton, president of Classroom, Inc., notes the positive impact that games have on low-performing students: “Low-performing students are often relegated to endless skill-building games and programs that don’t engage them or yield positive outcomes. Years of experience show us that when the same students are given the opportunity to play learning games that require critical thinking about real-world issues, they make amazing gains—for example reversing the summer slide by gaining five months in reading, and making the connection between school, work, and their futures.” Read the full survey data.